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Returning 33 results for 'breeze being diffusing cold reborn'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
Monsters
Icewind Dale: Rime of the Frostmaiden
). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control
":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Talons","rollDamageType":"cold"} cold damage.
Touch of Frost. Melee Spell Attack: +13;{"diceNotation
Monsters
Icewind Dale: Rime of the Frostmaiden
Morningstar","rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Ice Morningstar","rollDamageType":"cold"} cold damage.
Ice Dart. Ranged Weapon
Dart","rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Ice Dart","rollDamageType":"cold"} cold damage.
Cone of Cold (Recharges after a
Monsters
Eberron: Rising from the Last War
, polymorph
5th level (3 slots): cloudkill, cone of cold, hold monster, scrying
6th level (2 slot): chain lightning, circle of death, create undead
7th level (2 slot): finger of death, forcecage
":"cold"} cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the
Monsters
Princes of the Apocalypse
damage and is deafened until the start of Yan-C-Bin’s next turn.
Change Shape. Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are
freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H14. Kitchen The orcs trashed this room, destroying its furnishings and scattering debris everywhere. A cold breeze blows out of the twin fireplaces built into the south wall.
Monsters
Van Richten’s Guide to Ravenloft
that curse, a priest of Osybus can’t be certain that they will be reborn when they perish.
In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom
damage on a failed save, or half as much damage on a successful one.
Cold, Fire, PoisonLightning, Necrotic, Piercing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the creature is complete and obeys her will. She uses this ability to create flesh golems and homunculi, as well as zombies, death’s heads, and brains in jars (see chapter 5). Reborn Maker. A side
effect of Dr. Mordenheim’s experiments is the creation of reborn (see chapter 1). It takes her 1d4 days and the dead bodies of two Medium or Small Humanoids to create one reborn. Brain Swap. Dr
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
missing enough stones that they appear pockmarked. The sky is corpse gray, and the breeze blows cold and humid, bringing a chill to the skin.
The city’s living residents include necromancers, corrupt
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wave Echo Cave Features The mine is cold, damp, and drafty. A noticeable breeze blows from area W1 toward area W16. Features of Wave Echo Cave are described below. Ceilings Tunnels are 10 feet high
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from area 1 toward area 16. Ceilings. Tunnels are 10 feet high unless
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
realize the truth—whatever it may be—in their own time. When asked directly if the young lovers are Caerwyn and Porphura reborn, the Gardener is slyly evasive with a twinkle in their eye. After
domain has become twisted and bitter. Plants are wilted, denizens are vicious, and the climate bears the cold bite of winter. The Gardener no longer eschews violence and seeks to vent their fury on the characters.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
plane to plane. A being of consummate mutability and infinite grace, Corellon was a god like no other — able to take the form of a chuckling stream, a teasing breeze, an incandescent beam, a cavorting
creator’s disappointment. Then the soul emerges from Arvandor, to be reborn into a lissome, graceful body that lives for an incredibly long time — evidence that their creator holds a love for them that, deep down, is boundless.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
thunderstorm but occasionally more like fierce tornadoes or mighty hurricanes. The air is mild, except near the Plane of Water (where it is biting cold) and the Plane of Fire (where it is searing hot
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CON
16 (+3)
INT
5 (−3)
WIS
10 (+0)
CHA
5 (−3)
Skills Stealth +2
Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities
creature engulfed at a time.
Spawned by Lightning. A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
a gang of slavers and thieves. A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Auril the Frostmaiden Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank
Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. Water Lords
(+4)
Saving Throws Dex +5, Wis +7, Cha +8
Damage Resistances acid, cold, lightning
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages Aquan
Challenge 11 (7,200 XP
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Undeath. When Minara restored Erandis as a lich, she hid her daughter’s phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she is destroyed. Thus, even
)
Saving Throws Con +12, Int +15, Wis +12
Skills Arcana +15, History +15, Insight +12, Perception +12
Damage Resistances cold, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stat blocks in appendix C. This room contains wrecked furnishings that suggest it was once used as a frost giant’s bedchamber. A bitterly cold wind blows down a staircase to the east, at the bottom of
secret until the Frostmaiden is reborn at the next winter solstice. In addition, Auril’s demise causes the uppermost levels of the fortress to collapse, as described in the “Fall of Grimskalle
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
manifests only as a gust of cold wind flowing silently past. From his floating palace in the endless, cloudy skies of the Plane of Air, Yan-C-Bin watches worlds as they change over millennia. Evil
+13, Wis +11, Cha +12
Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities lightning, poison, thunder
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
base of Sablereach. Six iron blastgates bore through the ebony arm, each spewing a constant jet of bitingly cold wind that wails as it exits. Those stalwart enough to reach a blastgate can eventually
creature’s capture or extermination. 3 Orbys Bumblewing asks the characters to test a dubious new flying machine. During their flight, Nimbus Knife bandits attempt to steal it. 4 A wave of murder sweeps through Midtown, caused by a malevolent breeze (use the ghost stat block) that possesses the townsfolk.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
staircase. The rest of the cabin is empty. D6. Chart Room As the door comes open, a light breeze emerges from this room. Pieces of parchment and paper flutter on the floor. A large, detailed map of the Sword
from the cold. Mooring ropes and fishing nets hang from hooks along the back wall.
Nonperishable goods were stored in this cabin. The crew took a lot of supplies when they abandoned ship, but some
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
become iridescent glass or semiliquid sludge. Trees in one place turned to crystalline onyx; the flowers in another place begin eerily buzzing when touched by a breeze. Nothing in the Mournland is as
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
are apparent, and the smell of death is fainter than one would expect. At the back of the cave, within ten feet of the drow, a breeze whistles through three tiny fissures in the rock.
The fissures
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
move as if in a breeze, though you feel no such thing.
Creatures. A wraith and three will-o’-wisps guard this chamber. The wisps start out invisible. Clutching Vines. While on the ground, a creature
Constitution saving throw at the start of each of its turns or take 5 (2d4) cold damage. If the saving throw fails by 5 or more, the creature has disadvantage on Strength- and Dexterity-based attack rolls
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
perils.
15. The Cold Stream If the characters take the steps down from area 10, they emerge into a narrow tunnel with a subterranean stream flowing across it. The stairway twists and turns a long way
through the cold, swift stream, you emerge in a huge cavern. The ceiling must be thirty feet overhead, and the far end of the cave is lost in darkness. A foul stench assaults your nostrils immediately
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Phandalin. If the characters spoke to Carp Alderleaf (see the “Alderleaf Farm” section), he will lead them to the tunnel entrance but won’t follow them inside. A cold breeze softly sighs in this large
noisy activity that attracts the attention of the Redbrands in area R2. Cistern. This rectangular reservoir is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
captives. The captives are unconscious, although they groan and writhe slowly.
A steady breeze blows toward a passage to the west, while from the east comes the distant sound of running water.
The mist
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine
it up, and creates a skull that includes the resulting dust. So long as the soul remains inside the skull, the skull’s eye sockets burn with cold blue flames. While the skull is intact, Myrkul can
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
you get a damage type the dragon is already resistant or immune to: 1, acid; 2, cold; 3, fire; 4, lightning; 5, necrotic: 6, psychic; 7, radiant; 8, thunder.
6 Death Ward. The dragon can cast
the Inheritors of the First World is that a reborn Sardior will ultimately inspire Bahamut and Tiamat to join forces once again and return to the task of creation. Many members of the sect are gem
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
lean in and pledge
To throw yourself into the wind with abandon,
A thrill unmatched and she takes your cold hand, and—
Ach! The emotion was gone, snuffed out by a breeze,
And Whit gripped the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows,cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze
succeeds on a DC 15 Dexterity saving throw. 5. Secret Pocket This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against rubble-filled arrow slits along the east and






